camuless Posted May 25, 2018 Share Posted May 25, 2018 Dear Sir I would like to change the punishment when we die. Does anyone can help me please? Link to comment Share on other sites More sharing options...
Jolly Posted May 25, 2018 Share Posted May 25, 2018 I don't know the correct answer but perhaps you could go into progression.xml ( under Data/config ) and edit the health Nut perk to values that work better for you as a work around. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 25, 2018 Share Posted May 25, 2018 I have not tested this and I do not know if it will work but I did notice this value when changing my minimum wellness level for my mod so it might work and it might not. to change the amount of wellness that is lost per death you need to open the Assembly-CSharp flle and navigate to EntityAlive and find SetAlive() : Void, inside SetAlive you need to change the 10f number to whatever you feel you want it to be within reason. Again keep in mind I have not actually tested this and there may need to be other values that need to be changed elsewhere but I do not know since I am very new to dll editing myself. public override void SetAlive() { bool flag = this.IsDead(); base.SetAlive(); if (!this.isEntityRemote) { this.Stats.ResetStats(); if (flag) { while (true) { switch (5) { case 0: continue; } break; } if (!true) { RuntimeMethodHandle arg_3C_0 = methodof(EntityAlive.SetAlive()).MethodHandle; } float a = this.Stats.Wellness.Value - [color="#FFFF00"]10f[/color]; this.Stats.Wellness.Value = Mathf.Max(a, 30f); Log.Out(US.ZZ(191910) + this.Stats.Wellness.Value.ToCultureInvariantString()); } this.Stats.UpdatePlayerProgression(); } else { this.Stats.ClearImmunity(); } this.Health = (int)this.Stats.Health.Max; this.Stamina = (float)this.GetMaxStamina(); this.Sickness = 0; this.Gassiness = 0; this.deathUpdateTime = 0; this.bDead = false; this.NL.Fatal = false; this.emodel.SetAlive(); } Link to comment Share on other sites More sharing options...
KhaineGB Posted May 25, 2018 Share Posted May 25, 2018 I'm pretty sure that's a DLL mod. But you could try modifying the initvars buff at the top of buffs.xml so it's like this. <buff id="initvars" duration="1" actions="setvar(beers,0);setvar(BDKbloodLoss,0);setvar(CTRbed,0);setvar(CTRbedroll,0);setvar(CTRbigbed,0);setvar(CTRblockBurn2,0);setvar(CTRblockBurn3,0);setvar(CTRroadrun,0);setvar(CTRsnowberry,0);setvar(CTRtrapDmg1,0);setvar(CTRbluePill,0)"/> <modify id="0" stat="wellness" amount="10" rate="1" /> </buff> Downside is, if it works, you will start the game with an extra 10 wellness because that buff is called on game start AND when you die. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 25, 2018 Share Posted May 25, 2018 I'm pretty sure that's a DLL mod. But you could try modifying the initvars buff at the top of buffs.xml so it's like this. <buff id="initvars" duration="1" actions="setvar(beers,0);setvar(BDKbloodLoss,0);setvar(CTRbed,0);setvar(CTRbedroll,0);setvar(CTRbigbed,0);setvar(CTRblockBurn2,0);setvar(CTRblockBurn3,0);setvar(CTRroadrun,0);setvar(CTRsnowberry,0);setvar(CTRtrapDmg1,0);setvar(CTRbluePill,0)"/> <modify id="0" stat="wellness" amount="10" rate="1" /> </buff> Downside is, if it works, you will start the game with an extra 10 wellness because that buff is called on game start AND when you die. That is a good idea too for a workaround where you can make a buff return an X amount of wellness upon respawn, however you can not modify the initvars buff since it is hardcoded. You would have to create a seperate buff for it. Link to comment Share on other sites More sharing options...
KhaineGB Posted May 25, 2018 Share Posted May 25, 2018 You can modify it, because I have done to reset some custom variables I've put into my mod. You just cant change the name of it. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 25, 2018 Share Posted May 25, 2018 You can modify it, because I have done to reset some custom variables I've put into my mod. You just cant change the name of it. Hmm strange I was told that it could not be modified and I was certain others tried adding other variables to be reset and they did not work. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 25, 2018 Share Posted May 25, 2018 ClockworkOrange is right. Also, we can't decrease wellness strict amount via xml. When player dies, always decrease 10 pts, but all wellness decreasing via xml changes based on current wellness. (70-100:100%, 100-150: 50%, 150-200: 25%) @KhaineGB All custom vars are initialized to 1, opposed to built-in ones such as beers are initialized to 0. Also, initvars is never fired, unless you make trigger such as buffif or onexpired from other buff. It's just existing there. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 25, 2018 Share Posted May 25, 2018 I use a custom variable reset upon death buff that is usefull for removing any variables so they dont carry over after death and can be used within the full scope of what is possible within the current buff system. <buff id="GameStart" duration="3" mutex="GameStartLock" buffif="coretemp lequal 300" onexpired="GameReset" /> <buff id="GameReset" duration="3" onexpired="GameStartLock" mutex="GameStartLock" actions="setvar(venomGood, 0);setvar(venomBad, 0);setvar(infected, 0);setvar(CTRChair, 0);setvar(CTRCouch, 0);setvar(fatigue, 0);setvar(CTRlotus, 0);setvar(shocking, 0);setvar(hygiene, 0)" /> <buff id="GameStartLock"/> basically what this buff does is it will buff "GameStart" for 3 seconds upon respawning or "birth" after those 3 seconds the buff expires and casts the "GameReset" buff which resets all your custom variables and casts the buff "GameStartLock" which locks out the resetting buffs from reocurring. I have tested the few different ways that is possible to achieve this same goal and this is the most reliable method of which to do it. Link to comment Share on other sites More sharing options...
mdf25 Posted May 25, 2018 Share Posted May 25, 2018 An easier way may be to modify the wellness level in progression.xml In the Health Nut perk you could modify your min wellness, maybe this will work... <perk name="Health Nut" icon="run" description_key="healthNutDesc" title_key="healthNut" max_level="5" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" always_fire="true" group="health"> <requirement perk_level="1" required_skill_name="Athletics" required_skill_level="1"/> <requirement perk_level="2" required_skill_name="Athletics" required_skill_level="10"/> <requirement perk_level="3" required_skill_name="Athletics" required_skill_level="20"/> <requirement perk_level="4" required_skill_name="Athletics" required_skill_level="40"/> <requirement perk_level="5" required_skill_name="Athletics" required_skill_level="60"/> <effect name="MinWellness"> <add perk_level="0" value="30"/> <add perk_level="1" value="30"/> <add perk_level="2" value="30"/> <add perk_level="3" value="30"/> <add perk_level="4" value="30"/> <add perk_level="5" value="50"/> </effect> <effect name="MaxWellness"> <add perk_level="0" value="0"/> <add perk_level="1" value="5"/> <add perk_level="2" value="10"/> <add perk_level="3" value="20"/> <add perk_level="4" value="30"/> <add perk_level="5" value="50"/> </effect> </perk> Link to comment Share on other sites More sharing options...
camuless Posted May 28, 2018 Author Share Posted May 28, 2018 Thank you for all idea. I want to create a PVP server when players are fighting and killing, their wellness is not decrease. I think they will have more enjoy fighting. I try to change from your idea but it not works. Do you have more idea? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 28, 2018 Share Posted May 28, 2018 No worries, as a rule of thumb is usually best to explain what your main goal is when modding because it is usually likely that there is more than one way to do something. With a specific questions sometimes answers are overlooked or never discovered. with that said you can replace the health nut perk with this modified version and what it does is sets minimum wellness to 100 so you can still gain wellness up to a total of 250 with the active health nut perk and can lose any wellness gained above 100. Its not 100% the same functionality as removing the wellness penalty on death but it is the easiest way to achieve close to what you are looking for. <perk name="Health Nut" icon="run" description_key="healthNutDesc" title_key="healthNut" max_level="5" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" always_fire="true" group="health"> <requirement perk_level="1" required_skill_name="Athletics" required_skill_level="1"/> <requirement perk_level="2" required_skill_name="Athletics" required_skill_level="10"/> <requirement perk_level="3" required_skill_name="Athletics" required_skill_level="20"/> <requirement perk_level="4" required_skill_name="Athletics" required_skill_level="40"/> <requirement perk_level="5" required_skill_name="Athletics" required_skill_level="60"/> <effect name="MinWellness"> <setvalue perk_level="0" value="100"/> <setvalue perk_level="1" value="100"/> <setvalue perk_level="2" value="100"/> <setvalue perk_level="3" value="100"/> <setvalue perk_level="4" value="100"/> <setvalue perk_level="5" value="100"/> </effect> <effect name="MaxWellness"> <add perk_level="0" value="0"/> <add perk_level="1" value="5"/> <add perk_level="2" value="10"/> <add perk_level="3" value="20"/> <add perk_level="4" value="30"/> <add perk_level="5" value="50"/> </effect> </perk> Link to comment Share on other sites More sharing options...
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